L L4D2node

CSave::WriteFunction

0x004a88a0 · 119 bytes · __cdecl

_ZN5CSave13WriteFunctionEP9datamap_tPKcPPM11CBaseEntityFvR11inputdata_tEi

Decompiled

undefined (4 params)

/* CSave::WriteFunction(datamap_t*, char const*, void (CBaseEntity::***)(inputdata_t&), int) */

void CSave::WriteFunction
               (datamap_t *param_1,char *param_2,_func_void_inputdata_t_ptr *param_3,int param_4)

{
  char *__s;
  size_t sVar1;
  int iVar2;
  
  __s = (char *)UTIL_FunctionToName((datamap_t *)param_2,*(_func_void_inputdata_t_ptr **)param_4);
  if (__s == (char *)0x0) {
    __s = "BADFUNCTIONPOINTER";
    Warning("Invalid function pointer in entity!\n");
    iVar2 = 0x13;
  }
  else {
    sVar1 = strlen(__s);
    iVar2 = sVar1 + 1;
  }
  WriteHeader((CSave *)param_1,(char *)param_3,iVar2);
  BufferData((CSave *)param_1,__s,iVar2);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)